exp idea

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Gwah
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exp idea

Post by Gwah » Fri Jun 15, 2007 4:44 am

a helpful but not needed idea would be to put how much exp each kill gives you ether after you kill monster have a number come up off to the side saying +??exp.

i am at lvl 31 now and only been playing a few hours a day from lvl 1-30 i was lvling like crazy but from 30-31 nothing i killed gave me a full precent per kill and i couldent see how much exp i was actually getting.i can see how much exp i need until my next lvl but who has time to kill then pop open their status menu.
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Amethyst
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Re: exp idea

Post by Amethyst » Fri Jun 15, 2007 1:43 pm

Gwah wrote:a helpful but not needed idea would be to put how much exp each kill gives you ether after you kill monster have a number come up off to the side saying +??exp.

i am at lvl 31 now and only been playing a few hours a day from lvl 1-30 i was lvling like crazy but from 30-31 nothing i killed gave me a full precent per kill and i couldent see how much exp i was actually getting.i can see how much exp i need until my next lvl but who has time to kill then pop open their status menu.
http://wiki.themanaworld.org/index.php/ ... _reference :)
Gwah
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Post by Gwah » Fri Jun 15, 2007 11:24 pm

that helps but i mean like add it in the game so you dont have to keep fliping back and forth to refrences i mean you could also look in your status screen. again this isnt a have to there are other ways to see the exp you get sure but for it to come up and tell you with out wondering what the fux.
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Post by zick » Sat Jun 16, 2007 6:17 am

i think what you want is a response from the server (like when you pick up an item) saying "You've gained x EXP!" ... that's alot of messages from the server though.
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Post by Kicon Kijin » Mon Jul 02, 2007 12:34 am

I have seen rpgs where after you killed an enemy it poped up a message next to the character and read +11xp

similar to the number that comes up when you hit somthing
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Post by JoshLangley » Tue Jul 03, 2007 3:50 pm

the xp bar in the status window adds the xp value straight-away, so eAthena must indeed send back the value (though I haven't checked the code yet).
So I it could be easily done without changes to the server. If it requires any coding on the server, then I'm afraid that it you would just have to wait until the custom server is released.
Add it to mantis, and I'll take a look at it later.
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Crush
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Post by Crush » Tue Jul 03, 2007 4:31 pm

The exp handling code can be found in src/net/playerhandler.cpp starting in line 196.

I would suggest to create a new direct-particle-spawn method in the style of "addTextSplashEffect" to the particle engine that creates a text particle with properties that fit for representing exp gain (like negative gravity, short lifetime and fade-out, for example. But don't hesitate to experiment a bit with the particle properties - it's fun). This should - like the damage effect - be called from the player class. The exp point total should be encapsulated with proper getters and setters anyway.

To sum it all up this is the course of action I propose:
-Encapsulate the public member variables of the player class (src/player.h, src/player.cpp) that are manipulated in src/net/playerhandler.cpp line 195 - 212
-Create a new hardcoded particle effect like "addTextSplashEffect" in src/ particle.h, src/particle.cpp
-Call this particle effect from the setter method for the exp value in src/player.cpp (see src/being.cpp line 191 for reference)
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Post by JoshLangley » Tue Jul 03, 2007 10:06 pm

Crush wrote:The exp handling code can be found in src/net/playerhandler.cpp starting in line 196.

I would suggest to create a new direct-particle-spawn method in the style of "addTextSplashEffect" to the particle engine that creates a text particle with properties that fit for representing exp gain (like negative gravity, short lifetime and fade-out, for example. But don't hesitate to experiment a bit with the particle properties - it's fun). This should - like the damage effect - be called from the player class. The exp point total should be encapsulated with proper getters and setters anyway.

To sum it all up this is the course of action I propose:
-Encapsulate the public member variables of the player class (src/player.h, src/player.cpp) that are manipulated in src/net/playerhandler.cpp line 195 - 212
-Create a new hardcoded particle effect like "addTextSplashEffect" in src/ particle.h, src/particle.cpp
-Call this particle effect from the setter method for the exp value in src/player.cpp (see src/being.cpp line 191 for reference)
that sounds like a bit of work for an initiate like me :sad: , when I complete the configurable keyboard input, I'll take a look at it and see if it's not beyond my ability. :wink:
kind regards,
Josh Langley.

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Crush
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Post by Crush » Tue Jul 03, 2007 10:23 pm

I consider the keyboard mapping a lot more complicated.
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Post by JoshLangley » Mon Jul 16, 2007 1:28 pm

here is the mantis reference: http://mantis.themanaworld.org/view.php?id=115

:D
kind regards,
Josh Langley.

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